If you run test on Dendy mode, it detects as "Dendy" (right bottom) until you exit "CPU clock speed test".Dendy detects as "PAL" after exit this test.

Thanks. I reproduced the problem in FCEUX SVN, which has support for the Dendy region. The fix is to open src/overclock.s and change all instances of tvSystem to oc_tvSystem if they aren't already. I'll include this fix in the next version.

I downloaded version 1.03 of the test suite for Super NES and plan to incorporate some of its new features.

When audio is on, manual lag test beeps when A is pressed and flashes when reticles alignFixed in forthcoming 0.09.

New "Audio sync test" designed to be readable on a scope: Black screen with an 8 pixel tall white floor. A 2x2 pixel square travels up from the floor for 60 frames then down, and at 40, 60, 80, and 100 frames, 24x24 pixel squares close in from the sides; the bottom of these is about 20px above the peak of the square's travel. At 120, the screen turns white and a 1000 Hz tone plays for 2 frames. A pauses the sprite or starts the test from the beginning.Fixed in forthcoming 0.09.

Vertical counterpart to "Hill zone scroll test", using kiki.bmp that's sort of reminiscent of Sgt. Helmet Training Day by The Mojon TwinsFirst off, where does this image come from?

The vertical scroll test would require size-optimizing a bunch of things to free ROM space if I want to keep it under 48K for BNROM/UNROM dual compatibility. Currently the ROM is using 47475 of 49152 bytes.

There's about 1.5K of usable free space left in the 48K of the ROM that I'm using (UNROM banks 0, 1, and 3). In order to add the vertical scroll test, I'd need to break into the 16K that I've so far been intentionally leaving blank. This means either dropping BNROM support or adding trampolines to get in and out of bank 0. I've done trampolines before (Haunted: Halloween '85 and Action 53); I just need to get my head in the right direction.

I'd also need a new tile set. Artemio made the current vertical scroll background by arranging tiles from one of the Pocky and Rocky games in a map editor.

The 240p test suite for NES uses vertical mirroring. I plan to make it appear as 256x480 by using sprite 0 to trigger a switch to the other nametable. So to add this test, I'll need to remove a couple rows of tiles from the path. I also need different tiles that look good on NES and don't resemble Pocky and Rocky too closely.

There's about 1.5K of usable free space left in the 48K of the ROM that I'm using (UNROM banks 0, 1, and 3). In order to add the vertical scroll test, I'd need to break into the 16K that I've so far been intentionally leaving blank. This means either dropping BNROM support or adding trampolines to get in and out of bank 0. I've done trampolines before (Haunted: Halloween '85 and Action 53); I just need to get my head in the right direction.

Unless you know of someone who really needs BNROM support, I'd just drop it. UNROM is like 25% of the NES library(?), and BNROM is maybe like 0.015% (one game). If someone can afford a 64kB ROM but not a 128kB one with duplicate banks for a test cart, they've probably got bigger things to worry about (yeah I know BNROM is 28-pin socket, but any newer boards are 32-pin).

After some fairly straightforward size optimizations, I found just enough free space to add an 80% complete version of the vertical scroll test. The lanterns/TVs aren't in, but I'm not sure how critical they are.

Through private messages, retrorgb and I figured out what was going on.

When a Hi-Def NES board is active, the composite output of the PPU is white for sprite pixels and black for background pixels. (This is combined with the 4-bit "slave" pixel output to form a 5-bit index into CGRAM.) The lag from composite to HDMI output is 2 ms or less, as the Hi-Def NES board's 32-line circular buffer can't hold more than 2 ms of pixels. We can exploit this to measure the whole system's lag down to the millisecond: connect the HDMI out to the TV being tested and the composite out to a dumb composite CRT SDTV, count scanlines of difference, and divide by 15.7.

I can break this into three feature requests for Stopwatch:

Draw both digits of "frame" with sprites instead of background tiles, so they show up in white on the composite output. The ones place of frames already shows up on the composite output as the "clock hand" at the bottom, but the tens place doesn't. I was worried about a scaler adding exactly 10 fields of lag.

Draw a castellated (notched) strip of sprites down the right side of the screen to allow counting scanlines by inspection.

Ensure that the shades of blue and red for the clock face appear distinct even in grayscale, to allow use of an NTSC NES with PAL TVs that can view a 262-line (PAL60 or PAL-M) signal.

I'll keep you posted on whether I can squeeze them in, or whether I have to go jump on a trampoline.

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